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Pardon my crude screenshot, but I wanted to include as much info as I could without having to use several pictures.
Basically, it shows the detail for the power completely unslotted on the left. Then it has the enhancement that I used to test this along with the new detail for the power on the right, which shows that it's accuracy does appear to be improved by the enhancement, despite Accuracy enhancements not being allowed. I further added one of the Hit Rolls with the power not hitting a target, proving that it's not autohit to begin with. -
I was pretty sure the issue of skinning programs preventing CoH from loading has been a known issue for a long time now... like even before Windows 7 came out.
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Quote:This was my guess as well in a thread in Player Questions when somebody brought up the same issue.So my suggestion would be, the enabling on saturday had an error / wrong build for predownload so the did a new build from sunday pp.
I originally got an error during the first update, and did not get one after a few restarts until several hours later (next day) when I apparently received the second, newer version. -
I'm not sure if this is what you are asking, but here it is anyway...
What are the different damage types?
Quote:Edit:The following types of damage may be available to either Hero or Villain characters, but there are other, unlisted types that only a few rare enemies can do. It helps to know the different types available, as certain powers can help a character resist particular types, or become more vulnerable.
Cold
Cold or ice-based powers generally have the side effect of slowing an opponent's attack and movement speed. Some cold based powers can also immobilize, hold, or even sleep a foe.
Energy
Energy is not a damage type you can categorize. Power blast does knockback, and energy melee stuns. Electricity does endurance drain, and radiation debuffs defense. Sonics (energy and smashing damage) debuff damage resistance. There are many mob energy powers that can debuff pretty much anything, and some can even control (hold, immobilize) targets.
Fire
Damage that is rooted from the element of fire is often associated with damage over time (over and above the initial direct damage).
Lethal
Lethal is not a damage type you can easily categorize. Swords and guns typically debuff defense (claws do not). Axes do knockback, as do many higher level assault weapon powers. Claws are fast and have an endurance discount, while archery is simply very accurate. The lethal component of spines does not slow a foe, but spines also have toxic damage. It is this toxin that slows a target attack and movement speed. Multiple application of the toxin can result in immobilization. In general, the secondary effect of lethal attacks is more dependent on the set than the damage type.
Negative Energy
Indicative of the realm of the netherworld, dark or negative energy based powers, such as dark miasma or dark melee, are known to reduce an opponent's accuracy in addition to inflicting injury.
Psionic
The power of the mind is the basis for psionic damage and unless the opponent is specifically resistant to such damage, the resulting effect could be devastating. A psionic attack often slows an opponent's attack speed. Psionics can also have a variety of effects including sleep, stun, hold, fear, etc.
Smashing
Smashing is not a damage type you can easily categorize. Many smashing attacks stun, knockback, or do damage over time, and some can hold. The effect is more dependent on the set than the damage type.
Toxic
Toxic is not a damage type you can easily categorize. Effects vary, but toxic can pretty much debuff anything, Secondary effects include damage over time (DoT), slow, debuff damage, debuff damage resistance, debuff accuracy, debuff defense, hold, sleep, etc. The effect is more dependent on the set, and even the individual powers, than the damage type.
Other Effects
Below are some additional details on what these definitions mean. All of the descriptions below will indicate if a target fails to resist the effect.- Immobilize — The target cannot travel. The target can, however, attack and activate any powers. Toggles will not be deactivated.
- Slow — Slows target's attack and movement speed.
- Snare — Slows target's movement speed.
- Hold — The target cannot move or attack or activate any powers. Toggles will be deactivated.
- Sleep — The target cannot move or attack or activate any powers. The effect will cancel if the target takes damage. Toggles will be deactivated. Sleep doesn't necessarily mean the target is literally "asleep." It is effectively a hold that can be broken when damaged.
- Disorient — Target cannot attack or activate any powers. However, the target can walk slowly, but cannot fly or jump. Toggles will be deactivated.
- Fear — Target cannot move or attack or activate any powers. If attacked, the effects of fear are suppressed and the target has about 10 seconds to either run away or activate one power. After 10 seconds, the fear effect may return. Toggles will not be deactivated.
- Confuse — In player versus environment (PvE), critters will attack their own allies. In player versus player (PvP), the confused target can affect his friends and foes equally. That means he or she can shoot, heal, buff or debuff allies and enemies. Area of effect (AoE) powers will affect all friends and foes in the area equally. Also, the confused players target may switch randomly, and the colors of his target (which indicate friend or foe) will be randomized. In both PvP and PvE, unaffected foes cannot attack the confused target.
- Taunt — A taunted target must attack the foe that taunted him.
- Placate — A placated target cannot attack the foe that placated him.
Well it appears there is no info there about the positional attacks or how they compare to the other types, but luckily we've got other resources for that. lol -
Quote:From that perspective, I'm sure you are right. It probably runs the function on any foe in the area that was part of the same spawn.The effect of notifyMoB could easily be to run something like this.
for (MoB in spawn) {
notify(MoB);
}
On a side note, I just did some further research in the official knowledge base, and found something related in an unrelated article. lol...
"What does the color of my enemy's name mean?"
Quote:There is a system in which you can determine the strength of a mob compared to your character. When you target a mob, the mob's name will appear in a color. Considering targets in this way is typically called "conning." -
Quote:In this game, most attacks we use have a side-effect called "NotifyMob" (attacking one enemy may notify the rest of the foes it spawned with).It's still incorrect to refer to a group of enemies as a mob. Call them spawns or groups please. And mob is an abbreviation, a perfectly normal English construct.
I'd say that using the term "mob" to refer to a group that spawned together is quite appropriate. -
I'll try to bring MB again. He's currently a Hero, and needs to stay his 7 days, but I switched over after last week's run on Friday, so he should just make it in time. See you there
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Quote:Its called Patrol XP. As long as you have any blue bar left you will earn double xp until your blue bar is all gone. You can have a full 10 bulbs of Patrol XP, you earn a bulb of Patrol xp every 24 hours you are logged out of the game.Quote:Not to be nit-picky, but I don't think it's double, I'm pretty sure it's x1.5. But, still the main point stands, it's bonus XP that you don't get in a lump, but gets doled out as you earn other XP via normal methods.Quote:This is the right multiplier. See the Paragonwiki article.
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Quote:That's Patrol Experience:Hey guys, I was wondering what the blue bar means when you've logged off and then logged on and its there. Thanks
Quote:Credit toward Patrol XP is displayed in the Status Window as a light blue extension off the end of the experience bar. For every 24 hours a character spends logged out, they accumulate 1 bar of Patrol XP, with a maximum of 10 bars Quote:Patrol XP is a bonus 50% experience for any critter defeats. While credit remains, any XP earned by a character due to defeating critters is multiplied by 150%, the extra 50% of which is deducted from Patrol XP accumulation. When all Patrol XP has been worked off, the character's rate of earning XP will return to normal. Patrol XP is not applied to the bonus XP gained from other sources such as mission completion, Story Arc/Task Force completion or Exploration Badges. -
I was going to post about it too, but got caught up in the festivities and forgot to. lol
I came across it on the Paragon Protector too. I didn't find it on any of the others, but I didn't have a large costume collection this year either, so my research was far from as complete as yours.
Matter of fact, I was about to log back onto that character and let you know what other costumes work correctly that she has, but they seem to have expired already. Oh well.. here is the picture I took last week:
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Quote:Well for all I know, CombatMonitor might actually be the name of the window, but it doesn't allow us to toggle it like other windows.I just copied that from the wiki, so off to remove the Combatmonitor part.
Edit:
Matter of fact, I just did a /wdwsavefile, then moved that window only and did another /wdwsavefile, and checked for the only changes. It seems that CombatMonitor is indeed the right window name for the Monitor... but it's probably only useful inside the file itself. I didn't test any scaling commands on it or anything, but the toggle certainly doesn't work.
Edit2:
I tested some more. The /windowscale command works on the CombatMonitor, so I re-edited the page that you changed to include the Monitor as a separate line instead of being combined with CombatNumbers like it was before. I also notated which commands work for that window. Tweak the wording as you see fit. I'm not good with that kinda stuff. haha -
We had a productive night...
We killed everything along the way, but we didn't bother killing the Loyalists, so it only took us about 23 minutes to finish it off.
We then decided to do a quick History Badge tour for Lore Keeper to unlock Archmage Tarixus.
We then ran his 2 mission mini-arc for the Soul Taker badge, and ready to possibly get the Blackwand another time.
We finished the night off with a re-run of The Pilgrim's Shivan mission to finish off the defeat badge we started last week.
Good times as always. Thanks to everybody who came out. See you all next week! -
Quote:I just tested this... Combatmonitor does absolutely nothing for me, and Combatnumbers opens and closes only the larger main Combat Attributes window.The one you're looking for is /Toggle and the window you want to toggle is Combatmonitor or Combatnumbers (i.e /Toggle Combatmonitor). You can also use /window_show and /window_hide, but /Toggle is easier.
I can't find any way to toggle the custom list. I can close it by clicking "stop displaying all", but then I'd have to put each item up again manually (or with a customized bind).
I'm not saying you are wrong. The OP seems to want the main window anyway for overall stat research, but I figured I'd comment on what I found out about the window names. -
Quote:Well hopefully that at least granted it manually for you..Late reply:
Thanks for the general help. I got a reply and they've said that it is a known issue that when teaming up, the power [Experienced] will not grant properly. I am guessing they mean known issue on their end, and not ours: http://www.cityofheroes.com/news/kno...wn_issues.html
And lol @ the Known Issues link. The Training Room notes have not been updated since May 27, 2009 and show mostly issues with the 5th Column TFs. haha -
Quote:I always use the Smuggler (Store) contact icon on the map as a reference, since he is almost right next to him.Unfortunately, there's no easy way to find Hess for the TF. All the other TF contacts (off the top of my head) are near some kind of landmark, whether it be a trainer, train station, base portal (or all of the above, like Citadel).
With Hess, you know he's on that ledge overlooking the base so you just make your way along until you spot him. -
Currently, you can only earn 3 of the Trial Respecs, regardless which side you are on or what combination you run them. For example, you can earn the first one on Heroside (and get the first Hero badge), then get the second and third ones on Villainside (and earn the 2nd and third villain badges), and you wont be able to earn any of the others.
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Quote:Maybe they updated the update... I've had it happen twice. The first time it errored and I don't think it really downloaded anything, but no matter how many times I restarted, I couldn't get it to start over again.Does anyone elses DL after EVERY logout? My wifes dont, but every time i log out it starts to DL the patch.
Then I suddenly got the download again several hours later when I logged out. I have not had it happen again since, despite a few client restarts. I even closed it again and restarted my computer to test it one more time before posting this. -
Quote:Seems that way. Sorry. It was just weird that you quoted somebody who responded to somebody else and said "I was referring to this", when that person you quoted was replying to somebody to quoted me, and you were not involved in the error of that conversation to begin with.I'm not gonna touch on the rest of your post, because I don't even think you're talking about anything I said.
Looking it over again... You were curious if there was an overall prestige gain for a single foe if 8 people in the same SG were getting the reward from it, as opposed to solo. I replied and said i don't think so, that it should be exactly the same, or at least divided to each member equally. Then PhantomRanger said I was incorrect, saying it was the same.. which made no sense. When Sharker_Quint backed me up and you responded as "this is what I meant", I guess I lost track of who said I was wrong, and thought you were PhantomRanger clarifying what "they are the same" meant. lol
Oh well.. another misunderstanding out of the way. Sorry again. *embarrassed -
Quote:Does it work if you type:This is where I copied the files to: C:\Program Files\City of Heroes\data\texts\English\Menus
And yes, I reloaded the client, cut and pasted the /bind statement, hit enter, and then nothing happens when I hit SHIFT+B.
I don't get any error message so the /popmenu command is being executed, but it doesn't bring up any menu.
/popmenu BadgeReporter
If not, does the following work for the standard menu:
/popmenu QuickChat
If QuickChat works, but BadgeReporter does not, make sure you have the name of the menu correct. If you input a wrong name, there is no error message.. it just does nothing. That's what it sounds like is happening. -
Yes. I leveled all the way to 22/23 on a couple characters because the arcs were already started. Once the arcs were finished, they finally gave me the mission that makes you choose sides, but the arc was certainly not truncated just because i hit level 20. Any open arcs I still had persisted until they were completed.
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Quote:Actually, it was. In the post of mine that you quoted, I set up an example where 1 person gets 80 points solo, but only 10 points on a team of 8. The individual earning is divided by the team. My example was not referring to a team of 8 members in the same SG. It was referring to a single player who happens to be on a team of 8 (who may or may not even be in SGs at all). The OP said they run their SG for their own toons alone, so it's more important to know how teaming affects their personal Prestige gain.I meant total prestige that an enemy gives out.
In other words if one player kills an enemy, or three players teamed kill the same enemy, does the SG get more, less, or the same. The question was not about individual earning.
So why did you reply to me with "that is incorrect" when I was right all along? lol -
Hess isn't talking to you because you might still be in "TF mode". After being sent to Hess, call or go back to Lars one more time to complete/close the Ouro Arc.
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When switching to the other side, all missions will be Abandoned. After swiching back, you'll have to speak to the contact again to pick the mission back up again.